GreaseMonkey

LD18

Wait, I can post here?!

Sadly, the font that’s being used here is arse, but I’m assuming (hopefully) that when it comes up it’ll be in a nice, sans-serif font.

So, I’m keen to give LD18 a crack. Not sure if I’ll get something out, but nevertheless I might give it a crack.

I’m keen to do something in Java which’ll simulate the hardware of the Sega Master System to some extent (none of the memory paging crap, just the VDP and PSG). To do this, I’m making a .it-to-.vgm converter, which I hope to have finished by the time this starts, and if anyone wants it I’ll post a link if/once it’s done & uploaded.

So, speaking of software, likely software will be:

  • The Diablo JDK for Java 1.6. Duh.
  • Kate for editing eleventy-billion .java files.
  • GIMP for graphics.
  • SchismTracker for music, and maybe a few of my own tools which will be “lying around” by the start of the compo (if you want any, feel free to bug me – I made one called “AutoTracker” but I do NOT recommend use of it as it’s still pretty awful and I’ll be composing by hand, but it’s there if you need it).

If we’re doing enemies as weapons, I’ll probably make everyone* here who’s likely to make a game which won’t work on FreeBSD (or make it a downright pain in the arse to do so) a throwable weapon if I can obtain their cariacatures. This includes:

  • *Any* version of Flash.
  • Game Maker, at least after a certain stage (it’s a PAIN IN THE ARSE to get it to work well under wine and even then it’s BUTT SLOW).
  • Java folk who decide to use jinput and/or lwjgl instead of using jogl like a normal person.
  • XNA or Silverlight.
  • The Microsoft dialect of C++ (you CANNOT believe how much UTTER HELL I had in the last Allegro Speedhack – I could only get about 5 to COMPILE, let alone not crash.)
  • Maybe FreeBASIC. (I haven’t managed to bootstrap it for FreeBSD.)
  • Later versions of DirectX.
  • People who insist on using shaders (I have an nVidia GeForce 5200 FX AGP).

By the way, I was one of those who voted +1 for zombies. Sorry guys.

(*) I’m making exemptions for people who are doing it on alternative hardware. But not the Amiga (because copyright law sucks arse as it stands).

Comments

18. Aug 2010 · 04:21 UTC
Sadly, the font that’s being used here is arse, but I’m assuming (hopefully) that when it comes up it’ll be in a nice, sans-serif font.
xhunterko
18. Aug 2010 · 04:32 UTC
“By the way, I was one of those who voted +1 for zombies. Sorry guys.”
GreaseMonkey
18. Aug 2010 · 05:31 UTC
Sorry! I won’t do it again!
sfernald
18. Aug 2010 · 06:27 UTC
The nice thing though is that 200+ new zombie games might really pump up the economy! Zombies sell!!
GreaseMonkey
18. Aug 2010 · 08:22 UTC
A couple of links.
stqn
18. Aug 2010 · 12:47 UTC
I got it as far as understanding that Amiga users are your enemies, but what has it got to do with copyright laws?

My “hitlist”

Here’s a list of people I’ve checked to see whether or not I’ll have a chance of playing their game. There will be a punishment for those who are confirmed.

Update #2: added / moved some names. Apologies if there are still duplicates.

Confirmed:

  • Sos: Flashpunk
  • Getterac7: LWJGL
  • Gilvado: AS3/Flixel
  • Codheadz: XNA
  • TheDarkPixel: Flash
  • Ashera: Flash/Stixel
  • KilledByAPixel: MSVC++ 2010, DirectX
  • pants12: Game Maker
  • zlash: Flashdevelop
  • MarkDIsaac: Game Maker 7
  • ChainedLupine: Flash
  • TenjouUtena: XNA
  • Spunkmeyer: C++/Boost
  • smn: Flash or XNA or C# or PHP – hit it
  • nyarla: C++ or Flash
  • moltanem2000: Game Maker 8
  • xhunterko: Flash
  • ExciteMike: Flash/Stego
  • Cooshinator: Game Maker
  • wonderwhy-er: Flash
  • Martoon: Flash
  • mikeysee: Flash
  • Catmoo: Game Maker
  • Almost: Flash
  • ConnorJLysaght: Game Maker 8
  • Manuel777: Game Maker
  • TrogFishaz: Game Maker or Flash
  • xhunterko: Flash
  • AClockWorkLemon: Game Maker
  • Wiering: Flash
  • Supermini_man: Game Maker 8
  • Sakar: Java/Slick2D (based on LWJGL)
  • imaginationac: Flash
  • David Prior: XNA
  • Folis: Game Maker
  • mwest: Java/Slick2d (based on LWJGL)
  • Geti: Flixel
  • milsom: C++/DirectX or SFML or Unity+C# – hit it
  • sfernald: XNA

Possible:

  • blitzgren: XNA (or PyGame)
  • DeathBySnail: C++
  • Scramasax: C++ (Dev Studio 2005)
  • NiallM: C++
  • Basic: C++
  • lurreluck: C++
  • ManTis: XNA (or Unity)
  • jovoc: C++
  • iojp: C++ (Irrlicht)
  • Praetor57: C++
  • Walker: C++
  • sfernald: C#
  • Thomas Larsen: C or Yabasic
  • zazery: XNA (or PyGame)
  • recursor: Unity (or Flash/Flixel)
  • zigs: C++ (or Python)
  • mmkay: Python or C++ or AdventureGameStudio
  • Entar: C++
  • stuckie: haven’t established
  • pubby8: C++
  • wyverex: D/SDL (not sure, this might be a real bastard to get working, have confirmed that D v1.0 works, and have a D v2.0 compiler built)
  • jolle: D ?
  • devinmoore: “qb64, actionscript/flex/flash, java, php, mysql, html”
  • MrDude: C++/Ogre3D
  • TheGrieve: C++
  • skintkingle: C#/SuperNova (need to check dependencies of that lib)
  • Henry Blank: LWJGL (or JOGL)

Safe:

  • ippa: Ruby/Chingu
  • adam_smasher: SNES or PyGame
  • Darkhogg: Java
  • MrDude: Python
  • RedReaper132: C++ on Linux
  • Osgeld: Processing
  • Tenoch: Lua/ev”oL (uses C)
  • Julian Kniephoff: Python/PyGame
  • Torquil: Lua/L”OVE (uses C++ but has a Linux port)
  • melior: PyGame
  • Andrew Marsh: Python
  • Nick Breslin (ld48 name == ???): Facebook
  • The Jahn: Java
  • psnake: Python (AFAIK)
  • NMcCoy: Processing
  • Frimkron: Python
  • OriginalBigDan: Unity
  • jplur: Blender + Python
  • Ricket: Java/JOGL
  • jakkarth: C or C++ on Linux
  • Notch: Java
  • GBGames: C++ on Linux
  • Jerm: C++ (trying to port to Linux)
  • Fiona: Python
  • LoneStranger: Java
  • psnake: Python/PyGame
  • asiekierka: Apollo 11 Space Shuttle*
  • Sol_HSA: C++ (tends to code in a way that actually compiles in a real C++ compiler, apparently)
  • Tyler: LOVE engine
  • masterhyjinx: Unity
  • Sophie Houlden: Unity
  • dock: Unity
  • Codexus: Unity
  • Eckolin: Bennu (which has a FreeBSD port :D)
  • deps: Ruby/Gosu
  • Praetor57: MSVC++ 2008 (attempting to port to Linux)
  • NiallM: C++ (attempting to port to Linux)
  • jovoc: C++ (attempting to port to Linux)
  • zigs: Unity (probably not Python)

If you’re on the Confirmed list, then congradulations: your game will probably not be playable on my desktop! If you have “hit it” next to your name, chances are you’ll pick a platform I won’t be able to use anyway.

If you’re on the Possible list, it could be for several reasons:

  • You haven’t said what C++ compiler you’re using. If you’re using MSVC++, I’ll move you to the Confirmed list.
  • You haven’t said what C# framework you’re using. If you’re using XNA, I’ll also move you up.
  • You haven’t decided what lang / framework you’re using, but you’re tossing over something which probably won’t work here.
  • I could not establish what langs / frameworks you’ll want to use.
  • I could not establish if your lang / framework would actually work here.

If you’re on the Safe list, you’re safe. But if you want a cameo, feel free to ask.

(*) I have it in my lair.

Tyler: LOVE engine
masterhyjinx: Unity
Sophie Houlden: Unity
dock: Unity
Codexus: Unity
Eckolin: Bennu (which has a FreeBSD port :D)
deps: Ruby/Gosu
Praetor57: MSVC++ 2008 (attempting to port to Linux)
NiallM: C++ (attempting to port to Linux)
jovoc: C++ (attempting to port to Linux)
zigs: Unity (probably not Python)

Comments

Henry Blank
19. Aug 2010 · 08:42 UTC
I’m on the List :(
19. Aug 2010 · 08:46 UTC
What a weird list. Don’t expect people to pander to your peculiar computer setup, especially considering you include ‘Flash’.
asiekierka
19. Aug 2010 · 08:50 UTC
Hehehe.
Praetor57
19. Aug 2010 · 09:07 UTC
haha, I’m both possible and confirmed! I am using MSVC++, but my engine/code should compile in Linux/etc without hassle (my engine was compiling in Linux like a month ago, and I’ll be testing this again later today).
19. Aug 2010 · 09:14 UTC
okeay, call me a simpleton here if you want to, but the way I see it you’re practically walking into a smoking allowed zone and telling everybody who smokes that you don’t like them.
19. Aug 2010 · 09:34 UTC
If you have that much free time go buy a copy of Windows or something 😉
19. Aug 2010 · 09:55 UTC
For the record, Panda3D can export both Win32 and Linux binaries. (One of those 2 should work under FreeBSD, I think)
pants12
19. Aug 2010 · 09:59 UTC
well crap im on the “comfermed” list

what will you do down rate my game?
GreaseMonkey
19. Aug 2010 · 19:49 UTC
Dunno, It’s probably going to be more of an ingame, ahem, “honour”.
19. Aug 2010 · 10:28 UTC
I’ll echo the curious criteria comment. My game will be built with MSVC on Windows but gcc on *NIX/BSD. Does that count me in or out?
19. Aug 2010 · 10:44 UTC
Wait, you can run Unity but not Flash?
GreaseMonkey
19. Aug 2010 · 19:51 UTC
Dunno. I might consider shifting it up, as I’ve made this decision based on only one game I’ve played, which runs without issue (other than speed).
melior
19. Aug 2010 · 12:14 UTC
Note: those dirtbags at Adobe discontinued 64-bit flash for Linux, and I assume it worked on BSD. Now we’re stuck with either a buggy 32-bit version, the older 64-bit version with the security hole, or one of the replacements – gnash, swfdec, or lightspark.
19. Aug 2010 · 12:35 UTC
I switched from Python/Panda3D to C++/OGRE. Update your list if you like. Not sure where it places me, though.
19. Aug 2010 · 14:32 UTC
What kind of useless OS can’t run flash? Other than that, a single big list of what everybody’s using is kinda cool, I think.
19. Aug 2010 · 15:31 UTC
This is a little unclear … confirmed vs. safe both sound like good things, I don’t know which list I want to be on.
sfernald
19. Aug 2010 · 16:29 UTC
you can move me to confirmed. I am using the FlatRedBall framework which uses XNA underneath and I’m compiling with visual studio 2008, so that will definitely never run on your FreeBSD box.
19. Aug 2010 · 18:37 UTC
Go ahead, that sounds fun. :) You have my permission to use my current gravatar in your game.
adam_smasher
19. Aug 2010 · 19:59 UTC
Haha! Once again the SNES proves its superiority!
19. Aug 2010 · 20:12 UTC
Hehe, I’m marked as “not established.”

Happy tommorow, and before I go to sleep…

…I have made progress on the graphics side of things! (Also, it took me 3 hours to get sound working, not 5.)

Turns out that I spent a lot of time wrestling with the code where the problems were in the .bmp converter (I was loading the two nybbles in the 16-bit image around the wrong way and then putting the colour information into bitfields around the wrong way, too), although it goes without saying that I also had plenty of mistakes in the VDP code itself.

I’ve yet to get sprites working, and there are still more flags & stuff in the VDP registers which aren’t (but should be) implemented.

So here it is! http://pubacc.wilcox-tech.com/~greaser/stuff/ld18/gm-d002.jar

And now it’s half past Sunday and I have to be up early for church so I really should go to bed. Good night!

The situation just keeps getting bleaker

Good news: we have a player!

Bad news: collision detection is pretty crappy ATM.

Really bad news: The VDP emulation isn’t quite up to scratch (you can see when you walk up a hill)

Have a look if you want: http://pubacc.wilcox-tech.com/~greaser/stuff/ld18/gm-d005.jar

Comments

GreaseMonkey
22. Aug 2010 · 09:50 UTC
I got terrain collision detection working fine after making the code less copy-paste.

Nearly done!

Oh crap. It’s actually nearly finished. (ish).

I’m just adding another level.

Entries and platforms which may or may not work

I have a laptop which runs Ubuntu/Morphix/Knoppix/Debian/GNU/Linux (Note to RMS: This is what happens when you insist on using a / on the whole lot, and yes, Ubuntu is based on Morphix, which is bStuff it). As it turns out, my entry runs better on that than it does on FreeBSD (oddly enough), and I have SO MANY FLIPPIN’ FLASH GAMES IT’S NOT FUNNY.

So, stuff I’m not fond on, in order:

Unity seems to work really well in wine.

Stuff coded in C++ with Microsoft’s Vizzel C++ has a tendency to not compile on a real C++ compiler.

My laptop has Flash 10 and it works.

Game Maker games are a pain in the arse to get working with respect to the mouse – I have to mess around with winecfg to be able to click on stuff correctly. If you don’t make your game nicely configurable, and your config is hell, I will struggle horrendously with this.

XNA games will not work AT ALL.

So there you have it. Another flippin’ list. Because you really could do with another list, couldn’t you?

Now why didn’t I hear about MemoryImageSource earlier?

If you’ve played the “final” build on FreeBSD, chances are you would have been severely violated by the garbage collector. Here’s a version that’s actually playable on FreeBSD (no, not all the lag has been cut out, but it’s smooth enough to… uh, something)

http://pubacc.wilcox-tech.com/~greaser/stuff/ld18/HeadTrauma-MemoryImageSource.jar

Bonus “jam” game

Sorry I couldn’t submit a separate entry so I’ve just tagged it alongside my compo entry (it’s essentially unrelated to that).

It’s called Enemies A. S. Weapons and you have to kill that guy with that name by picking up bullets lying around, of which bullets are your enemies.

Made in 15 minutes using MegaZeux, you’ll need that to run this (it’s open source, you’ll just have to go hunting for it on sourceforge or something).

http://pubacc.wilcox-tech.com/~greaser/stuff/ld18/easw.zip

Some tips for the next Ludumdare

OK, here we go.

  • Flixel, flashpunk, et cetera… just go for it, you’re making a game. I’m still not a fan, but if it gets you making a game, then you’re playing your part in this competition.
  • Speaking of platforms, it helps if you pick something that’s truly cross-platform as not everyone uses Windows (I’m actually going to suggest a figure of 90% who do, which means 10% who don’t, which means 1 in 10 people). There’s Wine, but some things (especially Game Maker) run horribly, and it doesn’t run .NET binaries (and Mono doesn’t have XNA). It’s not against the rules but it’s a pain in the butt.
  • Also speaking of platforms, make sure you give an idea of how fast your game is supposed to run. Or something like that. In most cases, your game will run “too slow” on some systems.
  • Try to make it get progressively harder if it’s an endless game.
  • Don’t use a “lives” system, unless it’s purely for score reasons – I kinda just want to get through everything.
  • Don’t spend too long on the graphics. Best just to stick with placeholder art to start with, and then improve it as you go along.
  • If you’re going to code an engine which is quite different from the target platform, code it beforehand. This is a tip for myself, who spent roughly 26 hours on getting the emulation working.
  • The competition is more serious than the jam. If you’re afraid of criticism, I would suggest the jam. I think. Bleh.

If you want some throttling code, here’s some pseudocode.

CPS is Clocks Per Second.

CPF is Clocks Per Frame. If you have something which returns milliseconds ( 1000 ms == 1 second), and you want 50 fps (== Hz == occurences per second), use CPS/50 == 1000/50 == 20.

next_tick = get_time();

while(doing_your_loop()) {

current_tick = get_time();

if(current_tick < next_tick) {

do_video();

sleep_for_a_short_moment_say_5_ms();

} else {

do_logic();

next_tick += CPF;

if(current_tick – next_tick > CPS/10)

next_tick = current_tick – CPS/10;

}

}

This is essentially what I do in my entry. I thoroughly recommend that you use this. Alex the Allegator 4 uses it, which is an old LD48 (?) not sure what it was entry, but forgets the short sleep so it runs at a nasty framerate on FreeBSD (and I’d assume at least some other OSes, too), and it doesn’t do the lag clipping thingymabob.

It always pays to at least yield to the scheduler every now and then so other stuff can get done, ESPECIALLY if you’re using Java (I did a port of Shawn Hargreaves’ SPEED once and I encountered a problem with the sound being really, REALLY sloppy).

EDIT: Added in the lag clipping. It helps if you get an interrupt storm or something and you lag out for a second or two.

Comments

sfernald
24. Aug 2010 · 22:46 UTC
Yeah, I think the competition is reaching the stage where criticism is important. I want people willing to be honest. We don’t need people to sugercoat things. Although I don’t mind any criticism, I myself haven’t reached that yet where I can freely dish it out. If I don’t like something, then I just don’t say anything at all usually (something my mom instilled into me), but how is that useful to people trying to gauge what went wrong with their entries so they can improve them next time?

I had to submit something.

Admittedly it was so I could vote but also because I really felt I had to submit SOMETHING, so here’s one of those good ol’ “GreaseMonkey miraculously pulls something out of his arse” competition entries, featuring two tunes made in a minute each and two made in 30 seconds each (self-imposed limits). This may have had something to do with the fact that Vieko wanted some music for his entry. (I spent about an hour on that, which in tracked music terms is quite a lot.)

In this game, your greatest fear is missing a compo.

On a casual side note, there are zombies.

And yes, the music is listenable, albeit a bit simplistic, although if you love guitar chugging then the sound track will be perfect for you.

Check it out, it’s called “Missing a Compo” and for the screenshot I accidentally took a shot of nearly my whole primary screen.

Comments

GreaseMonkey
27. Sep 2010 · 06:07 UTC
Which I found out that there’s no voting. Oh well, it was fun anyway.

LD19

Arrangement-permitting…

Here’s hoping I don’t have nay arrangements. From what I gather, I don’t.

  • Language: Z80 assembler
  • IDE: KWrite/Kate
  • Graphics: GIMP (I think), maybe modified bmp2sega.py
  • Music: SchismTracker + either it2vgm or a converter for some music engine I may have to make
  • Sound: I think I’ll just code it in.
  • Libraries: None.
  • Architecture: Sega Master System

In other words, kinda like what I did last time, except with the real thing (well, it might not work on the real thing so I’d suggest using an emulator – MEKA is a good choice but sadly it uses SEAL for audio (which SUCKS on linux) so I’d suggest using Meka Fusion if you’re lucky enough like myself to be able to run it (it’s closed-source)).

Can someone recommend a good (read: doesn’t use SEAL) open-source SMS emulator? (note: SMS Plus uses SEAL so it’s out of the question)

For those of you who can’t make music

but can run Python, here’s a little something for you. It might be a bit too cheesy for your game, unfortunately… if you want to you can try modifying it to use a minor scale. Also, you’ll need some samples, and a tracker to put the samples in.

Suddenly, your game has a somewhat full sounding soundtrack with a bunch of randochords shoved in.

Enjoy!

EDIT: Here’s a version which does minor scales every now and then and generates its own (not very good) samples.

EDIT 2 (Dec 2011!): The links are a bit dead, so try this: http://gm.64pixels.org/stuff/atrk-c-edit.py.txt – this edit was because ExciteMike linked to here. I should probably consider a new version of this thing, most likely from scratch again. Also have some samples.

Comments

hdon
15. Dec 2010 · 02:22 UTC
I’ve been messing around for a few days in MilkyTracker just so I have ideas for the compo. I will check your tool out if for no other reason than curiosity :)
xhunterko
15. Dec 2010 · 03:21 UTC
Too bad I can’t use python. Sigh.
RunnerPack
15. Dec 2010 · 04:26 UTC
It doesn’t seem to be making usable songs for me. Are these not standard Impulse Tracker files? I’m using Python 2.6 in WinXP, and testing songs in Winamp, OpenMPT, and ChibiTracker. I either get a repeating “beep” or just silence.
RunnerPack
15. Dec 2010 · 05:27 UTC
Okay, I put in some samples, but that doesn’t change the fact that it’s looping after a couple of notes in the first pattern; sometimes it loops on the second or third tick before any notes play at all. Could you point out where it chooses the effect so I can just prevent it from putting in loops and pattern breaks entirely?
Billy Wenge-Murphy
15. Dec 2010 · 05:05 UTC
I opened in Milkytracker and I don’t see any pattern data at all in the resulting file. Do I have to pass parameters of some sort?
GreaseMonkey
15. Dec 2010 · 05:11 UTC
Also you might want to try using a different tracker.
Billy Wenge-Murphy
15. Dec 2010 · 06:57 UTC
I like the edit. Much easier for the lazy when it puts the samples in for you 😉 The tracks sound great.

I’ll have to do a few dozen to see how much variation there is, but I’m really impressed! Definitely gonna use this for my entry as I have NO musical aptitude, lol
elbowroom
29. Dec 2010 · 16:50 UTC
It keeps making cool music!

How can I customize the output?
GreaseMonkey
30. Dec 2010 · 21:06 UTC
Alternatively, try changing the base speed in the .py file.

Look for this line:

fp.write(struct.pack(“<BBBBBB",128,48,4,125,128,0))
06. Jan 2011 · 23:42 UTC
How would you convert the .it files to .mid? I want to use this with Game Maker, but… it doesn’t support .it music files… D:
Peter Cooper
14. Dec 2011 · 04:45 UTC
For anyone who’s wondering, VLC (open source video and audio player) will play these files. And convert them to MP3, etc :-) (To convert to MP3, use the Streaming/Export wizard, transcode audio to MP3, encapsulate as RAW, then rename file to .mp3 when done.)
intripoon
23. Apr 2012 · 11:30 UTC
Could somebody please explain how to use this? I tried running it from a cmd prompt but I only get an error message:
Helco
01. Aug 2012 · 11:19 UTC
The source says the application stands under GPL, but which license do the music files generated with this application have?

It’s doable!

This was probably about 10 minutes in:

[19:02:25] <GreaseMonkey> ok i’m just messing around with z80 assembler and meka
[19:02:35] <GreaseMonkey> (meka is a sega master system emulator)
[19:02:42] <Sparky> Oh, neat.
[19:02:46] <GreaseMonkey> it’s actually quite easy to load registers, palette and tiles

And now I’ve done my practice game at about 22:32. That took, ooh, 3 and a half hours to make a little not quite completeable one-level game?

Download here.

EDIT: Source code.

Comments

KoryWazHere
16. Dec 2010 · 08:05 UTC
Butt? Really?
16. Dec 2010 · 08:58 UTC
Very cool, how are the memory constraints? 😛
GreaseMonkey
16. Dec 2010 · 17:23 UTC
Believe it or not, it’s actually quite easy to make something that fits in 4KB when you’re coding in assembler.

Apparently .it isn’t the easiest format to make a player for

Hey guys, guess what? I have music!

Unfortunately it doesn’t work very well. It uses patterns from the .it format, which is easier to load than I thought (yay for the BIT opcode \o/) but quite a pain to play. To be quite honest, I’d probably fare better just using LZSS-compressed VGM streams.

http://pubacc.wilcox-tech.com/~greaser/stuff/butt-02.sms

Enjoy the slightly glitchy music. Also, when you die or win, the game resets!

No source code, sorry – and here’s why:

-rw-r–r– 1 ben ben     443 2010-12-17 15:45 bears.inc
-rw-r–r– 1 ben ben      14 2010-12-17 15:45 bears.ord
-rw-r–r– 1 ben ben     580 2010-12-17 15:45 bears.pat0
-rw-r–r– 1 ben ben     758 2010-12-17 15:45 bears.pat1
-rw-r–r– 1 ben ben     705 2010-12-17 15:45 bears.pat2
-rw-r–r– 1 ben ben     720 2010-12-17 15:45 bears.pat3
-rw-r–r– 1 ben ben     762 2010-12-17 15:45 bears.pat4
-rw-r–r– 1 ben ben     707 2010-12-17 15:45 bears.pat5

…yep, all those files (using a tool I made, of course). Anyways:

wlalink -v link.wla butt.sms
Free space at $0037.
Free space at $005c-$0065.
Free space at $09ec-$09ff.
Free space at $0a0e-$3fff.
Free space at $53a4-$7fdf.
Free space at $7ff8-$7ff9.
Free space at $7ffc-$7ffe.
Bank 00 has 13841 bytes (84.48%) free.
Bank 01 has 11329 bytes (69.15%) free.
25170 unused bytes of total 32768.

But I might just sacrifice compactness for simplicity in the compo.

Comments

Billy Wenge-Murphy
17. Dec 2010 · 05:22 UTC
Are any of the module formats easy to play? To my understanding, it’s notoriously hard to get timing and effects right. .xm looks like one of the most logical to process but they all have specific, exacting playback rules.
17. Dec 2010 · 12:33 UTC
Seems you’re using linux. Which distro are you using?
Bock
18. Dec 2010 · 06:08 UTC
Hello,

If your target is Sega 8-bit your best bet is to look the .psdmod format exported by MOD2PSG2 (which as its name NOT imply is a full featured tracker for the SN chip in SMS/GG). Mod2Psg2 also allows importing VGM and MID to some extent, although your output .psgmod file won’t be as optimized as something made under proper constraints. There is a runtime playback library with Mod2Psg2 and its trivial to use.